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Machinima Learning: Prospects for Teaching and Learning Digital Literacy Skills through Virtual Filmmaking PROCEEDINGS

, University of Washington, Department of Educational Psychology, United States

World Conference on Educational Multimedia, Hypermedia and Telecommunications, in Vienna, Austria ISBN 978-1-880094-65-5 Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA

Abstract

Machinima (muh-sheen-eh-mah) is a new form of filmmaking which utilizes 3D videogame engine technology to create animated films within virtual environments. Representing the convergence of filmmaking, animation, and videogame development within an interactive virtual space, machinima is an exciting emerging digital media, and a new frontier in technologies for designing and communicating compelling audiovisual narratives. This exploratory study is one of the first efforts to systematically evaluate the educational potential of this new media form. Drawing upon James Gee's research on semiotic domains, the study addresses questions such as: What can be learned from producing machinima content? How to facilitate such learning? Emphasis is placed on the feasibility of machinima as a tool for teaching and learning digital literacy skills.

Citation

Morozov, A. (2008). Machinima Learning: Prospects for Teaching and Learning Digital Literacy Skills through Virtual Filmmaking. In J. Luca & E. Weippl (Eds.), Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2008 (pp. 5898-5907). Chesapeake, VA: AACE.

Keywords


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